Why Street Fighter is still the most important fighting game series around

It’s strange how one seemingly innocuous decision in history can change everything. When Capcom was considering a sequel to its minor 1987 hit Street Fighter, the plan was to make a traditional side-scrolling beat-‘em-up called Street

Fighter ’89. Eventually that plan was dropped in favour of a game which followed the original’s one-on-one combat style, and the scroller was instead released as Final Fight. If Haggar’s first adventure in vigilante mayordom had become the hit it did while labelled as part of the core Street Fighter series (it has always been considered as existing in the same universe) then we may never have seen a Street Fighter II appear in the form that it did. And although we we may never have known it, we as gamers would have been much, much worse off as a result.

Videogames you see, wouldn’t be what they are without Street Fighter II. When the game pounded its way into arcades in 1991, it brought about a change in gaming that echoed through every darkened nook and cranny of the industry and theculture of players, and which is still drowning us happily in its tsunami today. While basic one-on-one fight games such as IK+ and Yie Ar Kung Fu had existed before, the jump between those and Street Fighter II was akin to the difference between an original Model-T Ford and an F-1 car. This long after the game’s release, it’s easy to forget how fundamentally it changed things, but in a staggering number of ways it simultaneously pioneered and defined what the fighting genre is today.

While the original Street Fighter provided the player with a choice of two characters (Ryu and Ken, naturally), Street Fighter II brought a then-mammoth roster of eight to the table. Even more importantly, the fighters available were all unique in their capabilities and weaknesses, and had a variety of wildly differing but well-balanced special moves at their disposal. These moves were made much easier to pull off than in the original Street Fighter, opening up a vastly deep and varied game, and bringing a level of complexity and skill to the old face smashing that no-one had ever seen before.

And most vitally of all, Street Fighter II invented combos. Read that sentence back for a second and then let its significance sink in. The most fundamental building block of the fighting game came from Street Fighter II, and without it, who knows where the genre would be now. The phenomenon originally came about as the result of a programming glitch which allowed standard moves to be quickly cancelled into specials (See the modern SF terminology beginning to appear already?) to bring about unblockable strings of hits. Upon realising that players had uncovered the exploit, Capcom deigned to leave it in because of the brilliant gameplay possibilities it afforded, and began to build later games around the concept. Thus, fighting games as we know them were born. And that brings us onto the next major significance of the Street Fighter series. Its symbiosis with its community.

Videogames you see, wouldn’t be what they are without Street Fighter II. When the game pounded its way into arcades in 1991, it brought about a change in gaming that echoed through every darkened nook and cranny of the industry and theculture of players, and which is still drowning us happily in its tsunami today. While basic one-on-one fight games such as IK+ and Yie Ar Kung Fu had existed before, the jump between those and Street Fighter II was akin to the difference between an original Model-T Ford and an F-1 car. This long after the game’s release, it’s easy to forget how fundamentally it changed things, but in a staggering number of ways it simultaneously pioneered and defined what the fighting genre is today.

While the original Street Fighter provided the player with a choice of two characters (Ryu and Ken, naturally), Street Fighter II brought a then-mammoth roster of eight to the table. Even more importantly, the fighters available were all unique in their capabilities and weaknesses, and had a variety of wildly differing but well-balanced special moves at their disposal. These moves were made much easier to pull off than in the original Street Fighter, opening up a vastly deep and varied game, and bringing a level of complexity and skill to the old face smashing that no-one had ever seen before.

And most vitally of all, Street Fighter II invented combos. Read that sentence back for a second and then let its significance sink in. The most fundamental building block of the fighting game came from Street Fighter II, and without it, who knows where the genre would be now. The phenomenon originally came about as the result of a programming glitch which allowed standard moves to be quickly cancelled into specials (See the modern SF terminology beginning to appear already?) to bring about unblockable strings of hits. Upon realising that players had uncovered the exploit, Capcom deigned to leave it in because of the brilliant gameplay possibilities it afforded, and began to build later games around the concept. Thus, fighting games as we know them were born. And that brings us onto the next major significance of the Street Fighter series. Its symbiosis with its community.

David Houghton
Long-time GR+ writer Dave has been gaming with immense dedication ever since he failed dismally at some '80s arcade racer on a childhood day at the seaside (due to being too small to reach the controls without help). These days he's an enigmatic blend of beard-stroking narrative discussion and hard-hitting Psycho Crushers.
Latest in Fighting
"I didn’t have a single ally": Tekken 4's negative reception put series boss Katsuhiro Harada under so much stress that he left Namco for a year
Tekken 8
Tekken lead Katsuhiro Harada says he's spent decades "mentally preparing" for AI to overtake humans, but it's not happening: "If AI had really advanced, we wouldn't be pouring 10, 20, 30 billion Yen into making games"
Super Smash Bros. Ultimate
Super Smash Bros. creator says instead of making more "Americanized works," Japanese devs should "seek the uniqueness and fun of Japanese games"
Minecraft characters Alex and Steve riding in mine carts in Super Smash Bros. Ultimate, being chased by Bowser Jr..
Super Smash Bros. Ultimate villain Minecraft Steve is the star of the "best Smash clip of all time," as genius player makes a literal Trojan Horse to destroy an unsuspecting opponent
Super Smash Bros. for Nintendo 3DS key art.
Masahiro Sakurai says Super Smash Bros "might have died out" if not for late Nintendo president Satoru Iwata: "There's no doubt that he influenced me in many ways"
Mortal Kombat 2 3DO
After 32 years, Mortal Kombat 2 has finally been ported to the one hyper-expensive '90s console that could actually do it justice
Latest in Features
Naoe kills a target with a black and white filter over the camera highlighting the red of blood spray in Assassin's Creed Shadows, with an On The Radar orange frame
Assassin's Creed Shadows "has a little bit of Tarantino flavor", but its real secret ingredient is intrigue: "It's almost like you're watching an episode of Shogun"
Helldivers 2 Borderline Justice Warbond helldiver using hoverpack to shoot down with hunting rifle
Talking points from the Game Developers Conference 2025 and how they could impact the future of gaming
Flexispot E7 Plus with plant, monitor, soundbar, and controller on top next to white wall lighting.
Gaming desks vs regular desks: which surface should you buy?
Google Pixel 9a smartphones on a beige background
One Google Pixel 9a feature could make it a better gaming phone than most budget mainstream models
Yasuke and Naoe ready to fight on the Assassin's Creed Shadows On The Radar thumbnail
On The Radar: Assassin's Creed Shadows coverage hub
Captain Planet #1
Captain Planet is back after 33 years with a "sexy" makeover and a message that's as important as ever: "Reality has gotten a lot less subtle"